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Found 4 results

  1. The Deep Roads Cat Spider Appearance Slightly larger that a normal cat and mostly hairless the deep roads cat spider is very similar to its four legged kin but has a few large difference. The deep road cat spider instead of having the typical four legs is instead a host to eight legs. Each equal in size to the next, and each having similar anatomy to that of a normal cat. This over abundance of extra limbs allows the creature to climb vertical walls and sometimes upside down given adequate space for footing. As well as their increased number of legs the beast also has a multitude of eyes, some just have two large ones and a few smaller useless ones to other individuals have a full four pairs, giving them excellent vision in the dark areas they inhabit. They come in a host of colours and patterns but most seem to have a dark tabby coat, perfect for blending into the rocky walls of a cave. Eye colour trends on a dark green, black or amber with the occasional light brown in some members of colonies. an example of an adult Behaviour Typically solitary hunters they seek out smaller caverns or territories to hunt in, disputes over territory can lead to individuals fighting or killing over a prized hunting grounds. Despite their solidarity nature there has been a few cases of them grouping into colonies, typical size for these groups trend between five to twenty members in larger areas with an abundance of food. Though, seeming scary creatures, they are very personable. Bonding to one or more individuals in a household. they enjoy the spoiled nature of domesticated life. Typically found curled up somewhere in dwarven homes, or the centre of attention on someone’s lap. Habitat First found in the Deep Roads of Urguan these strange beings enjoy the warm dark damp nature of the Urguani cave systems. Shying away from the bright light of the surface. It is theorised they can be found in similar cave systems throughout the land as well. Though, they have currently only been recorded being sighted within the grand kingdom. Since being domesticated they have taken off within homes all over the subterranean nation. Sadly, some individuals who have been taken to surface home deteriorated quickly in the sun, first losing their playful friendly nature and eventually their appetite. Leading to sickness and eventually death. This can be remedied by providing a suitable dark area or room for them during the day. the Deep Roads of Uguan Diet Being obligate carnivores their diet is made of of entirely animal material. Mainly small rodents, larger cave roaches, bats and any fish found in underground waterways. While in captivity they can quite easily enjoy chicken and small birds as well. Red Lines -this creature if kept as a pet cannot be used in combat -can't be kept as a pet in a super sunny place -this is open lore don't gatekeep it
  2. Argoch Daemon of the Oceans, Seas, and Rivers Argoch in the Reservoir ♪♪♪ Origin Story Argoch’s eons have been spent mostly in his lonesome after absconding his Aengulic lifestyle, which he had grown contempt for as he saw the manipulative nature of the Aenguls on the descendants. In his realm, hills part ways and lakes erupt in wake of his great vision. In his lonesome, he dedicates his time to perfecting an ecosystem engulfed by water. However, he has become bitter for the lack of perfection in his creation. His bitterness has become an obstacle with a self-sabotaging effect on Argoch, his realm becoming more flawed as he works it, resulting in a rocky, eroded appearance. Clearly frustrated with himself, he requested entry into the realms of other Daemons for guidance, in which all but one rejected him. The name of this Daemon is unknown, however it is clear that they serve a vile purpose. After seeing the realm, Argoch became jealous. The trees were fruitful, both flora and fauna co-existed in harmony, and all was perfect. He demanded to know how to perfect his realm. The Daemon, not threatened by Argoch, negotiated. They offered a one-time opportunity to Argoch. He would be granted the powers to forge a realm of great prestige among the Aengudaemons. Even further, he would be granted multiple realms so that he could have many more masterpieces. Argoch, clearly astounded by the offer, accepted it instantly without hearing the terms. The Daemon, foreseeing this, started a ritual to bind Argoch into an unbreakable contract. Argoch, only now realising the mistake he had made, was unable to back out now. The term that he had been given was that he must wipe out all the descendants in Almaris. If the descendants were not killed in an appropriate amount of time, Argoch would have his power deteriorate until he was the equivalent of a descendant in strength and would then be forced to live with the descendants for the rest of his mortal life. Feeling betrayed, Argoch thrust his spear into the Daemon only to have it deflect upon impact. Putting aside the attempt of an attack, the Daemon transferred a fraction of their power to Argoch, explaining that it would help him establish a foothold on Almaris. Defeated but motivated to succeed, he travelled home to his realm to plan the extinction of the descendants of Almaris. The Realm of Argoch The Reservoir is an incredibly large swathe of space, seemingly boundless even by a Daemon’s standards. Gifted the realm upon becoming a fallen Aengul, Argoch has attempted to shape it into a paradise where water engulfs the realm. However, his perfectionist attitude resulted in his realm becoming more flawed the longer he terraformed it, resulting in its rocky and almost volcanic appearance. Upon being transferred power through his encounter with the unknown Daemon, he had been able to slightly improve his realm but still had its rocky cliffsides. He has since accustomed it to be lived on by his followers, ensuring that those who assist him are given an afterlife, known as “the Island”, where their loyalty is paid back in full. However, in his realm also resides a spot in the very bottom of the Reservoir referred to as “the Deep” for descendants who have been killed in a method involving water such as drowning but also includes ritual killings, which may not directly include water but have been done in the name of Argoch. Upon the death of a follower or otherwise, they will awake on a calm ocean embarked on a rowboat with nothing in sight except the oars. After rowing for some time, they will come across a very large olog-like creature known as “the Guardian” who will command the dead to row to their left or to their right to find their fate. They will innately know where to row and find where they belong. One direction will be met with land where they will live with the rest of the followers. In the other, they will come across a colossal whirlpool which will drag them in no matter how hard they try to escape, bringing them to the depths of the Deep where they will live in a constant state of drowning while they are tortured by siren-like creatures - keeping them determined to stay ‘alive’ through their enchanting voices so that they may torment them longer. It is suspected that the Deep is primarily used to store descendants to mark how many were killed in the progress of the completion of Argoch’s task. Followers of Argoch The only known followers of Argoch are the nomadic Riviere which began when he approached Leopold Riviere while he was dreaming, telling him all he needed to know to start a cult following. Upon awakening, he had the brand of a moon depicted on his wrist. To the nomads, Argoch is revered as being a generous water deity in peril that is in need of mortal assistance. When speaking to Leopold, he proclaimed that he was in danger as the Aenguls sought to destroy him and so they must combat them and their followers. The Riviere deeply respect water for being essential to life, as such it is a big part of their lifestyles. To honour Argoch, they commit a variety of rituals; some to give them strength in their day-to-day lives, and some to send their enemies to the Deep. There is no evidence to suggest that Argoch empowers his followers with any supernatural power such as magic, possibly because he is not strong enough to endow them such. Even though there may be many followers in one group, Argoch will only approve of one leader to communicate with in order to reach out to his following. The followers uphold three main tenets: 1. All Riviere must be branded to show faith. 2. Live life devoted to Argoch’s message. 3. Preserve Argoch by any means necessary. Present Day Currently, Argoch plans, scheming away all day as he lives on the Island with his followers. Although he’s trying his best to commit a genocide, maybe friendship with the dead isn’t that bad after all. Purpose (OOC) In a personal sense, this lore piece is mostly so I can roll around as a cult leader with a lore-approved daemon. Not only will I get enjoyment out of it, but many others who join and/or interact with it will get enjoyment from it as well. In how it pertains to LotC canon, I decided that I should make a Daemon lore piece as there is a lack of daemon-related roleplay and I think it’d be nice to see more of that. I would say that it fits into the canon because it uses elements from the canon to present what I think is a unique perspective into Aengudaemonic society. A fallen Aengul rejected by their Daemon counterparts, a Daemon manipulating another Daemon, and a Daemonic attempt at culling the descendant population from their new homes. It should add some flavour to the Aengudaemonic conflicts if the Story Team were to focus on that. Edit: I have no intention of playing around with a cult anymore. Consider this lore to be part of a future project/eventline that ST can play around with, or for another group of players to mess around with. Credits Writing: Crevel (5 Hours of Writing) Information: ScreamingDingo (Question about Fallen Aengudaemons) Feedback: Evonpire and marb Ed Sheeran: marb
  3. *This thread is over 6k words. For easy of reading, mind the spoilers.* *For anybody wishing to comment "But Fi-magic is the anti-magic, this is unneeded!", abjuration is already present as a spell to negate magic, under transfiguration. Furthermore, counterspell is one ability of the five active ones in the magic submission. As per the submission, it couldn't be even used completely on its own.* Support abjuration! Here's the official banner. Also, first lore submission a magic submission. Big thanks to Lhindir, EdgyMagey for their critique and ideas for the lore, as well as to Fury_Fire for the harsh critique on the first, 1.0 version that shall never be released from shame. Overview: This suggestion is about moving abjuration (but not warding and enchanted wards) from transfiguration into an own school of magic centered around the manipulation of mana in the surroundings, with a spellcasting / usage system different to most other magics, based on available lore and the core principles of voidal magic. This includes current available lore on abjuration as well. The school would retain the original idea of abjuration in the form of one of its spells, with the change that the new counterspell would not simply negate a spell but absorb it for use against its caster. The base idea is a dual system, where the abjurer keeps hopping between two sets of spells, between an attempt to focus on support and endurance or offense and burst. At the same time, it should provide a means of anti-magic other than wards and fi-magic, which is pro-active and weaker than the mentioned two. That's the original principle behind abjuration anyways. The magic would be classified under alteration, arcane magics. But ... why? What's this? The OOC part and summary: Answers to complaints, suggestions and critique: Introduction / History: Definitions: Temporary mana pool: Overcharge: Self-burst: Implosion: Conservation law applied to abjuration: Half-charge: Interruption: Spell specifics: Generating an overcharge Counterspell: Mana Absorption: Mana Draining: Using an overcharge Implosion: Empowerment: Expulsion: Distortion field: Roleplay guidelines: Technicalities: Counterspell: Mana-drain: Empowerment: Distortion field UNLEASH THE HATRED
  4. Prayer Magic Prayer magic is one of the rarer forms of magic on Axios, for it’s difficult to handle and learn. It is a combination of prayers and the offering of blood and mana towards the gods with the goal to boost either strength, speed or the reflexes of the caster’s own body. With extended learning,the caster can activate two or three of these enhanced abilities at a time. Some people are even mistaking it for Blood Magic, which requires blood to create greater mana pools; however, Prayer Magic requires the user to offer their own blood to the gods and get physically enhanced for a short amount of time instead of creating mana pools for stronger spells. Due to Prayer’s magic connection to the Gods and to ancient rituals, it was deemed a deity magic instead of dark magic. History The origin of the Prayer magic can be traced back to the slums of Salvus. Soon after its initial appearance in Salvus, the magic sprung up in Felsen. It was originally used by a group of Mercenaries and assassins, which prayed to their gods before they engaged combat. Casters offered their own blood to the gods and displayed respect to the gods with the lives taken as result which supposedly proved the existence of their gods. It’s said that the real origin of prayer magic lays in the blood magic, but not enough evidences can be found for this beside from the usage of the own blood to cast and the possible problems occurring with the usage of the magic. This discovery of this form of Magic lead to a raising of Warriors, those which would like to use the magic to be on equal footing with the stronger forces they faced. However, they barely thought about the curse on this form of magic, which often caused the warriors to die after their battles. Many Warriors’ lost their lives and fear spread throughout the warriors as they noticed what the magic would do to them if they weren’t careful or used it without thought and recklessly. In time, fear caused the warriors to forget all about the form of magic, calling it deadly and even too dangerous for even the strongest of warriors. The fear spread throughout the warriors, refusing to use such a deadly power. This fear was a reason to forget and ignore this magic, considering that overuse was deadly and the battles were long. It wasn’t a wise move to use such a power. The magic was banned and nearly vanished completely from most documents as result, pulled from plans, but some people are still studying the magic. These people are mostly mercenaries or Farfolks, which wanted to learn a new way to fight and to combine it with their own fighting styles. Etymology Although the form has roots within the reign of the Farfolk, no record of what they may have referred to it as has been discovered throughout the years. The term, ‘Prayer Magic’, is a Heartlander simplification of the Farfolk term, “Kam Ira”, a goddess of Blood and of Wars. It was later used to describe the God of the Heartlanders and as such the church of Oren by the Farfolks. Some mages are even describing it as Blood Magic, which is basically wrong, since the magic isn’t exactly using the blood itself, but the power granted by the deities after an offering. Blood magic would normally use the blood itself to create mana pools, holding the blood intact the whole time, but the blood offered for Prayer Magic vanishes and the deities are granting the user's new might and strength. Usage of the Magic Prayer Magic is often described as a combination of prayers and the offering of blood and mana towards the gods with the goal to boost either strength, speed or the reflexes of the caster’s own body. Each aspect can be strengthened by the magic to a certain level without getting hurt by the magic itself. The activation and usage of Prayer Magic can be seen as something unnatural, since the usage of this magic requires the user to offer their own blood for the spell to work. The normal amount to activate one of the aspects is at 100 Millilitres of Blood, but the spell can always be re-activated for the same amount of blood. Many users are using this system for their fights, since they can deal more damage depending on how long they can cast and hold one of the chantings up. To actually activate the spell each user needs to have a tattoo or tribal on his arms, legs or head and needs to make a personal prayer towards the gods. This will cause the chanting to start and the tattoos or tribals will start to emit an aura with the same color as the tattoos or tribals are having. This aura, which is similar to the Mana Mist created by Blood Magic, stays around the boosted body part and will remain there until the spell runs out. As soon as the aura vanishes the blood will leave the body, often through the mouth, nose and eyes, and turn into fog. This fog vanishes after a few seconds and doesn’t has any particular effect on it’s own. People are claiming that this fog will travel to the gods and that it will be given to these in need of new life or blood. Ranks and Tiers Like other forms of Magic, Prayer Magic is divided into different ranks and tiers, each of them representing a new amount of power used by the magic. The most common rank found under the users of this magic form is the rank of the “Spark”, often referring to the beginning of something new. These users are able to cast T1 and T2 spells, however only of one aspect at the same time for around 5 minutes. Another common rank is the rank known as “Rising”, often associated with the rising of the sun each day until it reaches the highest point of the horizon. This rank is also describing the ability of casting T3 magic and two Aspects of rank T2 at the same time, however mages of this rank are often able to maintain a spell for over 10 minutes. The last and most uncommon rank is the rank known as “Enlightened Soul”. Users of this rank are often teachers towards the younger ones and are known for their ability to use all three aspects without getting any real problems but excessive use, however, may result in death. Users of this rank are able to cast the strongest spell, the Blood Waltz, or two T3 aspects at the same time. They are also able to maintain all three aspects at T2-Level for some time and are able to maintain their spells for around 15 minutes without having bigger problems. This form of magic can be learned through one of the really rare, old tomes and hard training, however most users were taught by a teacher to increase the chance of success and to minimize the dangers of the magic. Sadly-wise not many tomes were left, since most of them were burned after the first people died from the magic and as such the remaining ones are really expensive or sealed away in churches and libraries. Also reaching the rank of an “Enlightened Soul” takes up to 15 years. This means that every user is normally learning the magic for 5 years until reaching the higher tier and to cast both more and effective spells. Aspect -> Tier I V Aspect of the Mind Aspect of Strength Aspect of Speed T1 - A single sense will get sharper - Most common are eye sight and hearing - Strength will grow in the arms - Able to shatter a bone on direct impact - Movement speed increased - Essentially doubles running speed T2 - Up to three senses at the same time, are sharper - Increased speed of bodily reflexes - Strength and toughness of the skin increased - Able to shatter thinner plates of metal - Increased jumping height - Able to reach a height of 5 Meters T3 - All senses increased at the same time - Musculature is able to withstand Arrows and slight cuts - Strength increased and can shatter swords on direct impact - Musculature is able to withstand falls from around 15 Meters - Tripling the running speed and increased jumping abilities to a height of 7.5m Blood Waltz The Tier 1 till Tier 3 spells aren’t really dangerous for a person as long as they aren’t getting refreshed the whole time, unlike the Blood Waltz. The Blood Waltz is the only spell of the Prayer Magic which would fall under the Tier 4- or Tier 5- Category, since it’s the most powerful and at the same time most dangerous possible spell. The Blood Waltz was given it’s name, because the movements of the users are often looking like if they would dance through the battlefield instead of a normal fight. The name is also an association towards the amount of blood which needs to be used to cast this spell and the bloodbath created by it. To activate the spell users are required to offer 1 Litre of their blood, often causing their death after the spell runs out since the blood loss would be too much to maintain the body's vitality. As soon as the spell gets activated the senses, reflexes and muscles are getting flooded by holy energy, which is causing the user to see the world move a lot slower, nearly as if time would have just slowed down for them. At the same time their aura gets emitted from all of their tattoos or tribals at the same time, covering the whole body at once. As soon as the user is completely covered in the aura the speed and strength of the whole body is getting boosted. Users are able to run at the same speed as horses would do, jump 15 Meters up in the air and are able to shatter thinner stone walls with a good placed punch. This amount of strength and speed created some legends all over the empire that experts of this magic could erase whole armies if they would give away her life and use the Blood Waltz to fight. However the Blood Waltz isn’t turning a person invincible and the user can still get hurt if not watched out by all weapons, causing it to be only used if the user is fairly good in combat and has trained enough years to avoid getting wounded. Curse & Restrictions The curse of the prayer magic isn’t like the usual curse of magic users, which would weaken them on a physical level, instead strengthen them for an even bigger and way more dangerous price. Each user needs to use the own blood to cast one of the spells, which is limited on the amount of spells at the same time and if they are getting renewed over and over again. The loss of blood will cause the user to have nausea, dry skin, insomnia and a lot more of physical and mental problems if it’s overused. However these effects are only starting to take action as soon as the spell runs out after a few minutes, causing the user to be a lot weaker after the usage of this magic until their blood amount has reached the normal level again. The overuse of this magic isn’t always ending deadly, as long as T1-T3 spells are used, since the body will react on the blood lose by falling into unconsciousness until the blood loss was recovered. Sadly-wise the usage of the Blood Waltz is often ending deadly if any spells were used before and if the blood amount is already lower than normally. This makes the blood waltz one of the most feared spells which can be used by the mages of this form and this caused the spell to be defined as a last prayer towards the gods by the church. Mechanics Strengths Weaknesses -Boosting of the user's own Strength -Sacrificing vitality for power -Boosting of the user's own Speed -Only usable with the own blood -Boosting of the user's own Senses and reflexes -Creates nausea, dry skin, insomnia and a lot more of physical and mental problems -Ability to fight with Hand-To-Hand Combat -Can end deadly if overused by the mage -High possibility of death if the Blood Waltz is used -Requires a Teacher or one of the rare and expensive tomes to study this form of magic Trivia Some users are starting to sing while they use this magic, however it is unknown why that reactions happens. Some people assume that the singing is used to transfer the blood easier from the throat and inner organs to the mouth. It is known that some members of the church are using this magic to fight against Liches and other undeads. Most users of this magic form are using medicine and plants to restore their amount of blood in a short amount of time. Written by Ragnio Checked by Vellisar 
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